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Published: 2021-07-29 20:10:09 +0000 UTC; Views: 1366; Favourites: 7; Downloads: 0
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Description
Aur the Three Fingered Necromancer (NPC minor recurring villain)Halfling Necromancer
Aur adopted the moniker of the Three Fingered Necromancer rather indifferent to his will. Most times he is seen, he only has one arm and three fingers on the remaining arm. He is often seen carrying a large crate on his back that is clearly heavy. The skull covering his face is almost a perfect fit. He carries a wooden staff with a grasping claw on one end. He has been seen on more than one occasion using Telekinesis with the staff to pick up things outside of arm reach. What's strange is that there are rumors of necromancers of similar physical attributes all over the continent.
His goal is to reach lichdom so that he can be free of death and pain. He was once apprenticed to a wizard of some renown that worked at Library before the great war, but was excommunicated for his focus on crafting weapons. Upon being evicted from Library's safety, he began to see firsthand the death he had caused. Although he didn't have remorse for those his weapons had killed, he began to feel the frailty of his mortal coil. Money, power, fame, or sexual conquest, all of it lost meaning when compared to escaping the vision of death. By the time of the great war, he had conducted countless experiments of ill morality.
Mannerism: Will ignore anything not part of his current experiment unless it threatens the outcome of the experiment.
Ideal: Unlife is the only way to live.
Flaw: Feels like as long as his notes are safe, then he can't really die.
Bond: Feels anoyed by adventuring party the first two times they're encountered, but comes to expect them for the third and fourth time and looks forward to them showing up from then on.
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---The following is SPOILERS on IMPLEMENTATION and FUNCTIONALITY of how Aur will work in a campaign---
The reason for his physical attributes is that he has sacrificed flesh to cast the clone spell. He goes on a venture to a new town every 6 months to distribute another clone somewhere out in the world. In this way, every time he dies, his soul jumps to the clone closest age. The box he carries has a small clone that he is transporting to a new location. To put him down for good, the party must venture to every major city and track down the clone he has hid in every cemetery. They are all marked by a tombstone with his name on it. To date, there are at least 7 clones of his spread out at start of main campaign, with a new one generated every 6 months of in game time. Used in session zero for each player (individually not as a group) as a bad guy that will tie them all together. Is meant to be killed in the first iteration very easily, and when he shows up will create a shared experience that is also different for each player. This way if the players open up, they begin to feel like the world is small and grounded.